Professional Documents
Culture Documents
HistorX team
DISCLAIMER
It's not allowed to copy or modify anything from this mod without an explicit
permission from the authors: HistorX, ISI or Simbin (depending on the content).
Improvements about this mod from the community are very welcome, but no
conversion, addition or modification to the material found in this package shall be
publically released without prior consent from the creator of the content.
This mod has been developed for free distribution, but you do not have permission to
put this package on any cover-cds without our explicit permission. This modification
may not be distributed for any commercial purposes also.
Any problems or issues derived from its installation is responsibility solely of the
user.
Table of Contents
DISCLAIMER ..................................................................................................................................... 3
Introduction ..................................................................................................................................... 6
About the current version of the mod ............................................................................................ 7
So, where is HistorX v2.0? ............................................................................................................... 8
Installation ....................................................................................................................................... 9
Requirements ........................................................................................................................ 9
Preparing GTL to be checked............................................................................................... 10
Installing the mod for first time .......................................................................................... 10
Standalone installation method ...................................................................................... 10
rFactor mod installation method .................................................................................... 11
Updating from v1.9 ............................................................................................................. 12
System and game configuration .................................................................................................... 13
Configuring your wheel controller: Realfeel Plugin (RFP) & Force Feedback ..................... 13
Recommended settings for the wheel controller ........................................................... 13
Windows settings ............................................................................................................ 13
rFactor controller settings ............................................................................................... 14
Upgrades ......................................................................................................................... 16
More about RealFeel plugin ............................................................................................ 17
Setting the Artificial Intelligence (AI) .................................................................................. 19
Graphics setup ..................................................................................................................... 20
Audio setup ......................................................................................................................... 20
Using the User Interface ................................................................................................................ 22
Single player sessions .......................................................................................................... 23
Car selection screen ........................................................................................................ 24
Track selection screen ..................................................................................................... 26
Championship mode........................................................................................................ 28
Multiplayer sessions ............................................................................................................ 28
Options ................................................................................................................................ 29
Player profile ................................................................................................................... 29
Vehicle selection.............................................................................................................. 30
Racing series .................................................................................................................... 30
DISCLAIMER 5
Introduction
Welcome to the Historic GT & Touring Cars (HGT&TC) mod for ISI’s rFactor!
This mod tries to reproduce, through rFactor, both the thrill of driving and the sheer
visual splendor of classic racing cars. No matter if you prefer the original ones or the
actual Historic FIA series, this mod will allow you to drive them, participating in
events and series like Trans-Am, Targa Florio, Le Mans 1972, etc.
Using GTL’s cars as a starting point, we’ve tried to create the most exciting simracing
experience possible based on classic cars.
A full list of changes would be too long, so here goes a short summary for those who
already enjoyed v1.0:
If you already had v1.9 you will find what’s new in v1.95 in the appendix at the end
of this manual.
So, where is HistorX v2.0? 8
Well, first of all, HistorX is in fact the name of the team behind this mod, which by
the way is called “Historic GT & Touring cars”. Anyway, we understand “HistorX” is
way shorter so in the end everybody tends to use it instead (even us). So this is the last
major version of the mod which will use the “old name”.
Second, we never really said this version was going to be released as “v2”. That
version number came from the community when they started to talk about the work in
progress version of this mod. A new name was needed for it so that was probably a
logical choice. We tried to avoid using it, and use instead simply “the next version of
the mod”. But HistorX 2.0 was still being used everywhere, so eventually it became
the name everyone expected to get when this version were finally released.
2. Despite this mod version is almost 100% new it’s still using the same engine:
rFactor. So from a software development point of view it should be
“v1.something”, not v2.
If it’s ever released for a new version of rFactor (as rFactor2, for example),
then you can expect such version jump.
Anyway, don’t worry: no matter the name, what you have here is the latest version of
the mod available for public use. More content, features and fixes are on the way so
they will be released in a near future (for sure you will not have to wait years again),
but this is as good as it gets for now.
Installation 9
Installation
Requirements
HGT&TC 1.95 is an update of v1.9. If you still have v1.0 or you don’t have the mod
you’ll have to install v1.9 first and then update it to v1.95
To install this mod for rFactor you will need the following:
The GTL DVD/CD or the GTL digital download available at Raceroom.net will
be required during the installation process of this version of the mod. But having
GTL installed on your hardisk is not required. Our installer will not install
Starforce or any other file included on the DVD/digital download also.
Note: To install this mod you’ll need to have GTL’s DVD in your DVD tray during
the installation or the digital download available at Raceroom.net. If the installer
didn’t detect your GTL version please contact us at http://www.historx.net
Please note the installer may not detect certain retail GTL discs or other digital
downloads of GTL. If this is your case please contact us at www.historx.net, we’ll
help you to solve the issue and install the mod.
Important: the mod requires approximately 10GB of disk space. Be sure also to have
10GB of disk space available on your operating system partition (or the one
containing your TEMP folder), as a lot of space is needed to extract the temporary
files used during installation.
In the case you don’t have enough free space you can move the location of your
TEMP folder here: Control panel->Performance and maintenance->System-
>Advanced Tab->Environment variables.
Note: Be sure to have enough disk space available on your OS partition, or wherever
you’ve set your user’s “TEMP” folder. The installer needs around 10GB of space to
extract the temporary files used during the installation.
Installation 10
Please, go to the “Troubleshoot & known issues” section to see how to solve the most
common installation problems.
In the case you got Raceroom's digital version you will have downloaded a big .zip
file from Raceroom. Extract the content of the .zip in a folder of your choice. The
mod's installer will ask you to locate this folder manually during the installation
process so it can check GTL.
Please note you don't have to install GTL to be allowed to install this mod!
If this is the first time you install the mod or you have v1.0 please follow one of the
two methods available: standalone (recommended) or rFactor mod installation
method.
1. Install rFactor again, using the rFactor lite installer (download it from here).
2. As installation target don’t use your current rFactor folder (which on this
example will be at C:\Program Files\rFactor).
Use another one, for example name it C:\Program Files\HistoricGT. Don’t
start or configure rFactor yet.
3. Installing HGT&TC v1.9
a. Be sure part1 and part2 of the installer are located in the same folder.
b. Execute HistoricGTv19_Part1.exe (as administrator if you’re using
Windows 7 or Vista) and follow the instructions. Be patient, installing
the files will take time. Once the progress bar reaches the end and you
see "Complete" click the "Close" button.
c. After you've clicked "Close" HistoricGTv19_Part2.exe will start
automatically. You'll have to pass the GTL check and select the
installation folder again, so just follow the same steps you followed to
install the first installer. Please note due its size this second part may
need some time to start automatically once the first has finished. If
after some minutes it doesn't please launch it manually. It will
automatically search the folder where you’ve installed rFactor. If it’s
Installation 11
not able to find it or it finds the old installation of rFactor, just change
the location to the new one (C:\Program Files\HistoricGT)
4. Install the v1.9 to v1.95 patch. The process is similar to install v1.9, but there
is only one installer instead of two. Please note that if the installer can’t detect
v1.9 it won’t be installed!
5. Copy both “\Userdata\Your_profile” and “\Userdata\Controller” folders
located in your old rFactor installation to the new “HistoricGT\Userdata”,
overwriting all
6. After that delete all .cch files inside “HistoricGT\Userdata\Your_profile. You
can delete the Settings folder also. By doing this you’ll copy your profile
information to the new standalone installation.
7. Open the config.ini file located in your new rFactor folder (Ex: C:\Program
Files\HistoricGT) with Notepad and change the following path to point this
mod to use tracks from your old rFactor folder:
TracksDir=C:\Program Files\rFactor\GAMEDATA\LOCATIONS\
NOTE: Be sure to set the path correctly to your old rF’s Locations folder.
Otherwise you will see the default rF startup screen when loading the game and it will
crash to desktop.
8. Delete all the content inside the HistoricGT \GameData\Sounds, except the
HistoricGT folder.
9. Execute the “rF Config.exe” included on your new rFactor folder.
10. “English-USA” is the recommended language choice for the user interface.
Translations to languages other than English are included for the user
interface, beginning with “HistoricGT_yourlanguage”. Just search for your
desired language on the list.
11. You can change the icon associated to rFactor.exe using some of the
HGT&TC icons provided with the mod if you want (they are located on the
rFactor folder where you’ve just installed the mod).
After having done all this you’ll have a clean rFactor installation for HGT&TC but
using all the tracks already installed on your default rFactor installation.
Remember that you’ll have to keep using the locations folder inside the default
rFactor installation as target folder when you install new tracks.
If you prefer, you can install this mod – just as any other mod – within your main
rFactor folder, sharing the same configuration, tracks, etc. with all mods.
This installation method is not recommended though. While the HGT&TC mod will
work this way, you will have to restart rFactor every time you change from another
mod to play HGT&TC, as the user interface is not loaded automatically when you
Installation 12
change mods. Other issues may appear also as result of sharing the same rFactor
folder.
If you already had HGT&TC v1.0 installed in that rFactor folder you’ll have to delete
it before installing this version. To do that you will have to delete the following
folders:
GAMEDATA\VEHICLES\HISTORIC GT
GAMEDATA\SOUNDS\HISTORICGT
GAMEDATA\TALENT\HISTORICGT
MOVIEFILES\HISTORICGT
MUSIC\HISTORIC GT
UIDATA\HISTORIC GT
HISTORICGT_MISC
Additionally you’ll have to delete the following files inside the following folders:
It’s strongly recommended to delete any configuration your rfactor profile may have
for the v1.0 version (.cch files, car setups, etc), as that may prevent the new version to
work as expected.
If this is your case then just use your main rFactor installation as target during the
installation process. That’s all!
Please note this update also needs to check if you got GTL in order to run.
Keep in mind also some standalone car/skins you may have installed in v1.9 may not
work once you update to v1.95
System and game configuration 13
You can play this mod with a keyboard, mouse or a gamepad, but you’re only going
to get the best out of it if you use a PC wheel and pedal setup and you have the
TechAde’s RealFeel Plugin installed! If you don’t own a wheel you can skip this
section.
Any steering wheel will allow you to control the car far better than any other device,
but we recommend using a Force Feedback wheel with 900º rotation + pedals
(throttle, brake & clutch) + H shifter.
A device like this will allow you to drive more or less like you do in real life, feeling
the physics of the mod as they were intended to be, and maximizing the potential of
the cars, not to mention adding a huge boost to immersion.
You can use the default rF Force Feedback settings with this mod, but using the
RealFeel plugin will improve the way FF feels, as it doesn’t use any canned effects.
As stated in the RFP readme, it “generates force feedback with an algorithm that
sends the forces acting on the steering rack directly to the steering wheel”, so you’ll
feel every bump of the road as if you were there!
Windows settings
You can access Windows’ settings (XP) on Start menu -> Control panel -> Game
Controllers. If you own Windows 7/Vista it’s located in almost the same place.
System and game configuration 14
Then select “Logitech G25 Racing wheel USB” and press the “Properties” button. On
the next screen click the “Settings” button.
Set the values as per the image (previous page). Be sure to disable combined pedals,
to use 900º degrees of rotation and to enable centering spring but with the force
set at 0%. (If your wheel doesn’t have 900º use as many degrees as your wheel
allows).
The next step will be to change rFactor’s settings to use RealFeel Plugin (RFP). This
plugin is installed by default with this mod, but it’s also available at
http://www.rfactorcentral.com
Now search the Force feedback section inside that file (as you see in the text box
below) and replace all that section with the content of the file
\HistoricGT_misc\G25_FF_Controller.txt
…
….
[ Force Feedback ]
FFB Device Type="1" // Type of FFB controller: 0=none 1=wheel, 2=stick/custom, 3=rumble pad.
FFB Effects Level="2" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom.
FFB Gain="1.00000" // Strength of Force Feedback effects. Range 0.0 to 1.0.
FFB Ignore Controllers="0" // Do not use FFB on: 1=controller1, 2=controller2, 4=controller3 (or add values to ignore multiple controllers)
FFB Throttle FX on steer axis="1" // 0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.
FFB Brake FX on steer axis="1" // 0 = Brake effects on brake axis, 1 = brake effects on steering axis.
FFB steer vibe freq mult="0.00000" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
FFB steer vibe zero magnitude="0.12000" // Magnitude of steering vibration at 0mph (reference point).
FFB steer vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude).
FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB steer force prediction="0.00100" // Time into the future that force is predicted, to help counteract wheel latency (0.0 to disable)
FFB steer force max change="100.00000" // Maximum change per second based on current difference between calculated and applied force, to help avoid jerky behavior (values under 15 or
so should reduce jerkiness, 100 disables)
FFB steer force neutral range="0.04500" // Max distance from center "neutral force" location where forces are reduced to help avoid oscillation (0.0 to disable)
FFB steer force neutral function="0.00000" // Function to apply near neutral force location, in order to tune out FFB "deadzone" but keeping oscillations in check: 0.0=original, 1.0=new
…
(If you have another wheel look for its configuration file inside that same folder. If it’s not there go to our official website
www.historx.net)
Second step is opening the .PLR file of your profile and set the following values:
Auto Lift="0" // Whether to automatically lift with manual shifting but auto-clutch (non-
semiautomatic trans only)
Auto Blip="0" // Whether to automatically blip with manual shifting but auto-clutch (non-
semiautomatic trans only)
Low Detail UI="0"
System and game configuration 15
The third step will be to change the Force Feedback options inside the game:
FF type: Wheel
FF effects: *
FF Strength: -100
Regarding the “FF effects” depending on what you want to feel through the wheel you
should select one of the following options:
Go to “Controller 1” tab and check also that all sensitivity sliders = 50%.
System and game configuration 16
Upgrades
The last thing you need to check is the controller’s related upgrades installed in your
car. The default ones are meant for G25 users, but they can also be used with other
wheels. These are the upgrades installed by default:
Shifter Style:
o “Heel and Toe”. Use it if you have a three pedal set and you want to
use the full gearbox model with simulated mis-shifts (powered by
Grinding Tranny Mod by Richard Jackett). Using it you’ll have to
match revs on downshifts. Auto clutch help must be OFF or the player
will be penalized. This is the default option.
o “Heel and Toe (No Mis-shifts)”. Simplifies the gearbox model by
disabling mis-shifts. Auto clutch help must be OFF or the player will
be penalized. To use it properly disable Grinding Tranny editing
Plugins\GrindingTranny.ini.
o “2 pedals/Sequential Throttle lift”. Install this upgrade if you use a
2-pedal setup and a sequential/paddle gearbox. Remember that you’ll
have to lift off the throttle during upshifts. Auto-clutch should be ON.
To use it properly disable Grinding Tranny editing
Plugins\GrindingTranny.ini.
IMPORTANT NOTE: To get the best possible driving experience, you have to
select the appropriate car upgrades to suit your controller from the UPGRADES
menu when buying or choosing a car.
Well, now your wheel is ready to use the RealFeel plugin! But let’s summarize the
steps we’ve followed.
Summary
To configure your wheel to use the RealFeel Plugin you’ll need to:
To exit that screen press the black arrow located in the top left corner of the paper
sheet (not visible on this screenshot).
As the SpeechEnabled function is enabled in RFP by default, when you change the
FF settings for the car you’re driving in rFactor, a voice will indicate the value you’re
editing with the shortcuts at that moment.
Keep in mind that these shortcuts can only be used when you’re on the track.
Tip: Use RealFeel plugin shortcuts to configure the FF settings of your car
easily. These shortcuts are only available when you’re on the track.
Try to get used to the shortcuts so you’ll be able to configure your RFP settings easily
for each car without the need to exit the game and manually edit the
rFactor\Realfeelplugin.ini file, which stores the values used by RFP.
This file is installed with default values during the installation of the mod, so you
don’t need to mess with it if you don’t feel comfortable editing text files and you’ve
already learned how to use the shortcuts.
System and game configuration 18
If required, the Realfeelplugin.ini file can be edited with Notepad. If you open it
you’ll see something like this:
The structure of the file will allow you to easily share your RFP settings with other
players.
Note: An important change of this version of the mod is that now the line which
defines the car’s name in realfeelplugin.ini file comes from the first 18 characters of
the “Description” field present in the .veh of the car you’re driving.
So, for example, in the case of the Lotus Cortina that field would be like follows:
The “#” indicates the last of these 18 characters. The important thing here is that any
livery of the same model MUST have the same 18 first characters on its description
value. Otherwise they may have different force feedback settings in the .ini file. Keep
in mind that the total length of the Description parameter can't be longer than 63
characters or rF will crash when loading.
To get the most out of it you should edit the following lines inside your profile’s PLR
file:
AI Power Calibration="0"
Autocalibrate AI Mode="0"
AI to AI Collision Rate="40"
Auto Line Smooth="3"
AI Limiter="0.00000"
AI Mistakes="1.00000"
AI Realism="0.95"
Glance Rate="25.00000"
Changing these values will have a significant impact on how the AI behaves and
races.
Inside the game you should set the AI Aggressiveness to 80%. If you use lower
values they will less likely bump into you but never really challenge to overtake you.
In the other hand, if you use higher values they will be far more aggressive but will
tend to bump into you and rearend you. 80% is a good value to start, especially in
multi class racing.
You can then adjust the overall speed via the AI strength slider. You should start with
AI strength = 95%, adjusting it accordingly if you find that the AI is too fast or
slow.
It’s important to keep in mind that different AI drivers are configured to drive
different. Some will be faster than others, or keener to bump you from behind!
System and game configuration 20
Graphics setup
By default this mod is installed with high quality textures; if you set the detail level to
“highest”, you’ll see the cars at their most beautiful.
We strongly recommend using these settings, but if you have an older computer try
reducing your graphical detail to increase your frames per second (FPS).
In the .plr file there’re a lot of parameters which you can use to configure settings
related to graphics which aren’t available from the game’s user interface. For
example, if you don’t like to have cockpit vibration disable it setting the follow
parameters:
Audio setup
Get ready to feel the brutal assault of these wild engines! Due to the nature of these
race-prepared cars, in real life you wouldn’t hear much more than the roar of your
own car and an opponent trying to overtake you, with the possible exception of skid
sounds from your tires when getting near the limit (or going beyond it!).
We’ve tried to balance the volumes, as due to the limited perception offered in the
world of simracing games, the driver needs to be able to hear different sounds clearly
to get a better idea of what’s actually happening with the car.
We recommend setting the engine level and the sound effects level to the same
value.
By using, for example, a “25%” value for the Engine, Effects, and Music sliders, you
should be able to hear all the sounds clearly.
You can then control the overall volume using your speakers’ volume control or your
Windows main volume control.
After trying these settings, you can always tweak them to your own preferences. You
will probably need to do it if you’re using some kind of voice communication
software, such as TeamSpeak or Skype, or if you’re listening to music in a separate
media player application.
The quality of the sounds depends on the resources we got for each one of the cars.
Listen to Timo Scheibner’s Corvette ’69, for example. We received permission to
record that car from inside the cockpit during the race session at the Jim Clark
System and game configuration 21
Revival 2008 event, as well as from outside at the pits. The sounds for that car are the
result of more than an hour of recordings. We think you’ll like it!
As we explained in the graphics section, some parameters of the .plr file may be
edited in order to control certain sounds settings which aren’t available from the
game’s user interface. Here you have some alternative values to the ones provided by
rFactor as default (keep in mind this change is not mandatory):
Speed Of Sound="340.00000"
Crowd Range="75.00000"
Crowd Shape="0.75000"
Crowd Ambient="2.50000"
Airhorn Range="75.00000"
Airhorn Shape="0.75000"
Airhorn Ambient="2.50000"
Public Address Range="50.00000"
Public Address Shape="0.75000"
Public Address Ambient="2.50000"
Pithorn Range="30.00000"
Pithorn Shape="0.45000"
Pithorn Ambient="1.50000"
Helicopter Range="75.00000"
Helicopter Shape="0.70000"
Helicopter Ambient="2.50000"
Using the User Interface 22
The first thing you’ll notice is that the main screen is totally different than rFactor’s
default screen. It’s divided into three sections: single player sessions on the left (1);
multiplayer sessions on the right (2); and the options bar at the bottom of the screen
(3).
In the upper right corner of the screen you’ll find the ‘Exit’ button (4). Depending on
which screen you are on it will: go back to the previous screen, exit the game, or
return you to the main screen.
Main screen
The new user interface organizes the different game types and options in a way that
should be familiar to those of you who have played other racing games.
Using the User Interface 23
The single player sessions are now located on the main screen, in the left section. Just
click on the button for the type of session you want to create and you’ll be forwarded
to that mode. There are three types of sessions available:
1. Test
2. Race weekend
3. Championship
You probably already know how these three types of sessions work in rFactor. That
hasn’t changed a lot in this mod, but the steps you have to follow to enter the session
have changed slightly: First you’ll have to select the car you want to drive, and then
the track. Let’s take a weekend session to illustrate the process.
Once you’ve selected the type of session, the next screen you’re going to see is the
vehicle selection screen (also available clicking the Austin Mini icon present in the
main screen), where you can select and upgrade the car you’re going to drive during
the chosen session. As you seen this screen has been extensively modified to include
almost all the information available about the car.
You can see your money and the button which filters the cars you own in the upper
left section (3), just above the new expanded car selection tree we’ve created for this
version of the mod (more about the tree and how is organized in the “Classes system”
chapter of this manual).
Below the tree you’ll find the buttons to buy or sell your car (4).
In the middle of the screen there’re two boxes showing a lot of information about the
selected car (5). Pay special attention to the “Power” parameter. There you can see the
optimal RPM shifting point for that car. Please note that if you go over that point
you will damage your engine!
IMPORTANT NOTE: In order to not damage your engine while shifting never
do it above the RPM value shown in the “Power” information of the engine.
Using the User Interface 25
In the small list box in the bottom of the screen (6) you can select clean/dirty versions
of that specific car (if applicable).
Under these buttons you’ll find four icons (8) which will give you information about
some of the classes where this car belongs. From top to bottom they are as follows:
“Performance”, “Series”, “Origin of the car”, and “Decade”. (More about these
classes in the “Classes system” chapter of this manual).
The spinner of this mod shows a real garage, where your chosen car is waiting for you
(1). If you want to see your car more closely just click on the picture and you’ll enter
the maximized garage view mode.
Tip: Click on the Picture of the garage and you’ll enter the maximized garage view
mode, where you can take a closer look at your chosen car, as well as rotate (LMB) or
zoom it (RMB)*.
If you want to rotate the car view simply click with your left button on the screen and
move the mouse. If you want to zoom it do the same but clicking the right mouse
button*. Clicking the exit button present in the top right corner you’ll go back to the
car selection screen again.
Once you’ve chosen your car the next will be to move to the next screen. To do this
just click the helmet button located in the bottom right section of the screen (2).
*In order to enable zoom in the spinner you’ll have to set the following parameter in your .plr file as
follows: Miscellaneous="1" (This only works in single player mode).
Using the User Interface 26
Once you’ve selected your car you will be forwarded to the track selection screen,
which has been modified also. Just below the extended new track selection list (1)
you’ll find the track information box (3).
To select the opponents you want to race against just select them in the “vehicle
filters” list (1). In the left you have a summary (3) of the different classes’ types you
can use to filter them (more about this in the “Classes system” chapter).
As soon as you start selecting them your possible opponents will appear in the
“possible opponents” list (4).
If you want to go back to the circuit screen press the “circuit” button (5). Otherwise
press the helmet button (2) once more and the session will begin loading!
Please note that due to a limitation of the user interface engine included in rFactor it’s
not possible to return to the previous screen if you want to change the car at this point.
To select a new car you must go back to the main screen and start again from there.
Testing sessions are almost the same as the weekend race sessions, and the
championship session is essentially the same as you will find in rFactor.
Using the User Interface 28
Championship mode
For those of you who like to play offline we’ve created a lot of different seasons to
keep you busy! (Be patient as it may take some time to load all the seasons.)
Some seasons utilize the real track list which the relevant championship had on that
year, while others are fictional (marked with “F” in the championships list).
You can check the list of tracks needed for each season by taking a look at the
“Historic GT.rfm” file that you can find inside the folder “rFactor\rfm”. We’ve also
included there the URL to download each track, in case you don’t have it already.
Currently, most of the tracks are available at www.rfactorcentral.com
Tip: Inside the RFM\Historic GT.rfm file you’ll find the links to download the tracks
required for each season; Most of them are available at www.rfactorcentral.com
Be careful and do not edit this file, otherwise you’ll get a mismatch if you try to play
online.
Multiplayer sessions
The multiplayer sessions are now available from the right side section of the main
screen. You can join an existing session or create your own, with the same features
you find in rFactor.
Using the User Interface 29
Options
The option bar available on the main screen has five buttons (from left to right):
Option bar 1
1. Player profile
2. Vehicle selection
3. Racing series
4. Replay fridge
5. Settings
Player profile
As you can see, the layout of this screen is not like rFactor’s, but a deeper look will
show you the functionality is almost the same.
Here you can create or delete profiles, using the buttons located in the bottom right
corner (2), or modify the current one (1), as well as select other existing profiles.
The red buttons at the left of the parameters will let you take a more detailed look at
the values you can
choose.
There’s also a cool feature on this screen: the driver’s portrait (5) can be customized
with your own picture!
Using the User Interface 30
Tip: The driver’s portrait can be customized with your own picture! Replace the file
\rFactor\UIData\HISTORIC GT\Portrait.bmp with one of your own (size must be
Vehicle selection
145x168 pixels!).
Functionality for vehicle selection is nearly identical to the Car selection screen
information found on this manual. The one difference is that there is no helmet button
to advance to a track selection screen. Instead, once you have chosen your car, click
on the Exit button to return to the main screen. Note: in order to select and install
upgrades for a car, you must own the car. See the Locked or Unlocked Cars? section
of this manual for more information.
Racing series
You can use this screen to change between the different mods installed in rFactor.
Replay fridge
Settings
On this screen you have access to the main settings of the game, divided into six
sections:
1. Difficulty
2. Rules
3. Controls
4. Display
5. Audio
6. Multiplayer
Basically, all the screens are the same as you can see in rFactor’s default screens, or
we have already explained the new features as part of this manual by this point, so
there’s no need to give specific details about the different sections.
On the track
As part of the main menu screens we’ve deeply modified the screens available during
the sessions. The structure and functionality are basically the same, but there are some
features that need further
explanation.
On the bottom right corner there’s a vintage TV(3) showing the replay view. On this
screen you will see the car currently selected. You can jump to another car by clicking
the TV’s channel selector (4), or by pressing the “+” or “-“ symbols of your numeric
keyboard.
To jump to another camera just use the keys “Start”, “End”,“Del”, etc. as you would
in rFactor.
If you click on the TV’s screen you’ll jump to the maximized view (below left)
where you can see a bigger picture(1), as well as data about the car being currently
viewed (2).
Press the Enter key again to go back to the maximized view (above left).
These new features will allow you to still see what’s happening on the track and in the
chat while you’re tweaking your car in the garage or changing your system settings.
Using the User Interface 33
The Historic GT & Touring Cars mod includes another feature related to the user
interface: You can switch between the default mod user interface and another one,
with a style closer to rFactor’s. This alternative version, while perfectly functional, is
not recommended, as you will lose some features, and it doesn’t look quite as good.
To switch between them just go to the folder rFactor\UIData\Historic GT and run the
UI_selector.bat file.
Classes system 34
Classes system
This version of the mod includes a new classes system. In the past each car was
assigned to one of the simplified Historic FIA championship classes used by GTL
(TC65, GTC65, etc), or to some of the fictional ones we added.
But now we’ve created a much more detailed and flexible classes system which will
allow you to select your opponents using different criteria. To allow you to do that
each car in the mod has got one value for each one of the following seven classes:
*Note not all of them are used in the current version of the mod
FIA class. Starts with “1”. Historic TC65, GTC65, GTC76 and also TransAm
cars over and under two litres.
Type of car. Starts with “2”. Touring, GT or prototype.
Specification. Starts with “3”. Racing or Street.
Series/Event. Starts with “4”. Historic FIA, Trans-Am, Targa Florio, Le Mans
72, One-maker cups, etc.
Decade. Starts with “5”. Decade when the car was created.
Origin. Starts with “6”.Author of the model: Simbin (GTL cars), HistorX (for
scratch made cars or those used with permission), Add-on (additional cars
created by the community).
All. Starts with “7”.Class used for all the cars in the mod.
(To see a detailed list of the values available for each one of these classes please check the “Classes system data” appendix at the
end of this document)
Every car has an additional class: the “Model class”. Selecting this class you’ll be
selecting any livery using that same model, so you’ll race only against cars like yours.
These classes are defined in the .veh file of each car (line “Classes”), so if you’re
going to add your own cars to the mod be careful of setting these classes properly (for
more info check the “Information for Skinners” appendix.
Recommendations 35
Recommendations
How to start playing this mod
The cars of the HGT&TC mod are quite special to drive, so it’s important you take
your time learning how to master each one of them, as they all are different. We
suggest you follow these guidelines:
1. Start first with a “slow” car, such as the Alfa Romeo GTA or the Lotus
Cortina. Once you’re more or less used to how the car feels, try bigger cars.
2. A good track to start learning how to drive these cars is “Eastern Creek laser”.
Its realistic layout, full of bumps, will let you feel the physics of the mod in all
their glory. Mid-Ohio is also a good option.
3. These engines are easy to stall if you are not used to them so, do practice!
4. Be careful pushing your car to the limit. Take your time to warm tires and
brakes, and cool them if you’re over their recommended temperature range.
Otherwise you may have problems controlling the car.
rFactor usually has graphic problems during night races: low FPS, problems with
textures, etc.
From the beginning you’re going to have access to all the cars in the HGT&TC mod,
no matter how much money or experience you have.
We’ve decided to set this as default because most simracing drivers seem to prefer
this approach to the ‘career mode’ present in other racing games (mainly on consoles),
where you start with only one car and you need to win money or races to buy or
unlock other cars. We made this decision not to have locked cars by default
considering how easy it is to unlock the cars in rFactor using some of the cheats
available.
It’s important to note that if you haven’t bought a car you won’t be allowed to buy
upgrades for it, even if it’s unlocked. Make sure to buy it if you plan to install an
upgrade!
Note: You’re allowed to buy/install upgrades for your car ONLY if you already own
it.
If you think the ‘locked cars mode’ is more interesting for gameplay reasons, we’ve
still made it available. Just go to the rFactor\rFm folder and open the file HISTORIC
GT.rfm and search for the line:
Just change the “2” to a “0”, save the file and you’re done!
Tip: To change to “locked cars” mode just edit the parameter DriveAnyUnlocked you’ll
find inside Historic GT.rfm and set it as 0
Keep in mind though, that after modifying the .rfm file, if you try to join an online
server with the default.rfm file that you’ll get a mismatch.
Because of this, we recommend you have two versions of the .rfm, one to be used
online and another to be used in offline sessions, with the cars locked.
Finally, note that these classic cars are very exclusive, so they aren’t cheap. This
means that you’re going to need a lot of money to get your greasy hands on many of
these cars, so be patient, because you’re going to need to win a lot of races to earn
enough money!
Other tips and tricks to get the best of it 37
As occurs in real life, most cars need to be tweaked to get the best out of them. You
can usually drive comfortably using the default setups, but some improvements will
need to be made in the garage if you want to cross the finishing line in first place!
If you find that brake balance, differential settings, brake pressure, gear ratios,
suspensions settings, or other parameters are not the best for the track where you’re
going to race, you will need to change these things accordingly. Good settings for
one track may be far from ideal for another though!
Try to not damage your engine. If you go over the optimal RPM shifting point
of the car you may damage the engine or even blow it (as most of these cars
didn’t have a limiter). If you’re using the more realistic gearbox model (which
uses Grinding Tranny mod) be careful with mis-shifts!
Nurse your brakes. The brakes of most of these historic cars weren’t as good
as the ones you find today in racing cars. So, be careful and try to not abuse
them too much. On heavier cars (like the v8 Trans-Ams, for example) or those
whose brakes aren’t properly ventilated you may face brake fading if you do
it.
It’s good to set the start time of the race to 4:30 PM. The light of the sun at
that time of day really makes these cars look their best. If you prefer short
races, set the race length to 3 laps and the accelerated time to x25. Racing
these cars at dusk is a wonderful experience, unless you’ve installed the “short
lights (AI)” upgrade by mistake!
If you don’t have enough money to buy upgrades/cars, then start a race
weekend and once the track is loaded type “ISI_BABYFACTORY” (use
capitals) inside the chat field and press “Enter”. You’ll get a lot of money once
you’re back to the main screen.
Appendix 38
Appendix
Classes system values
These are the possible values available for each one the classes of the car:
Performance FIA class Type of car Specification Series/Event Decade Origin
0-GTTC_A1 1-HISTORIC_FIA_TC65 2-TOURING_CARS 3-RACING_CARS 4-LE_MANS_66 5-1950s 6-GTL
0-GTTC_A2 1-HISTORIC_FIA_GTC65 2-GT_CARS 3-STREET_CARS 4-LE_MANS_72 5-1960s 6-HISTORX
0-GTTC_A3 1-HISTORIC_FIA_GTC76 2-PROTOTYPES 4-MINI_1310_CUP 5-1970s 6-ADDON
0-GTTC_A4 1-HISTORIC_FIA_NO 4-PORSCHE_911_RS 5-1980s
0-GTTC_A5 1-LE_MANS 4-COPPA_MILE
0-GTTC_B1 1-TRANS-AM_O2 4-TARGA_FLORIO
0-GTTC_B2 1-TRANS-AM_U2 4-TRANS-AM
0-GTTC_B3 4-VARIOUS_EVENTS
0-GTTC_B4 4-FICTIONAL
0-GTTC_B5
0-PROTO_A1
0-PROTO_A2
0-PROTO_A3
0-PROTO_A4
0-PROTO_A5
0-PROTO_B1
0-PROTO_B2
0-PROTO_B3
0-PROTO_B4
0-PROTO_B5
In grey you have the ones which aren’t used yet by any official car released in this version of the mod.
Additional considerations:
Each car should have defined a value for each one of these classes in the
“Classes” line of its .veh file
All cars must also have the “7-ALL” and the class of its own model.
Example: “Chevrolet_Camaro_Z28_68”
New values for these classes could be created by users, but it’s recommended
to use the ones already created to avoid confusion.
The selected classes should match the ones shown in the “classes icon image”
available in the car selection screen for that car (for more information about
this check the “Information for skinners” chapter).
An image should be included for each new standalone car showing icons for
classes: Performance, Series (FIA Class or Series/Events), Decade and Origin
Some examples:
Ferrari Dino
Classes="0-GTTC_B1 Ferrari_Dino 1-HISTORIC_FIA_NO 2-GT_CARS 3-RACING_CARS 5-1970s 6-HISTORX 7-ALL"
(If you already installed skins for v1.9 please note that some of these may not
work properly when updating to v1.95)
Due the complexity of this mod if you want to create a skin you should keep in mind
some important things in order to make it work properly. We’ll explain them with an
example: let's imagine you've created a new GT40 skin (#987) for the 2006 Historic
FIA series and you want to add it as a new standalone car
Open the .veh file and be sure to change the line DefaultLivery="GB420.dds" to
DefaultLivery="GB987.dds". This must be the file name of the skin you've created.
Change “Number” to GB987
Change the “Team” value following the mask “Model – Team #Number” ( so
something like “GT40 MkI - Daniels #987” in this case). Keep in mind that if you don't
change the team the new car will appear in the same team of the original 420.
(This is the text shown in the “Team” column in monitor’s race standings)
Be sure that the classes set in the “Classes” line are 100% correct for the car
you’re creating. More information about this in the “Classes system” chapter of
this book and the additional “Classes system values” appendix.
The “Description” value is very important. Apart of being the text shown in the
“Opponents” list, it controls how the car feels! Due to the changes made by
TechAde to the latest Realfeel plugin this value is used as car’s name inside
RealFeelplugin.ini file, where the force feedback properties for the car are stored.
So pay attention to the following:
o The first 18 characters (the ones before the ‘#’) must be exactly the same
in all cars using the same physics. Please don’t modify anything before the
‘#’.
o After the ‘#’ write the number and series championship using a similar
pattern as the used in car you copied.
o Please note the total length of the Description value can’t be longer than
65 characters or rFactor will crash!
Appendix 40
Here goes a graphic example of the classes icons image for GT40 DS420
Issues and solutions for them are documented at www.historx.net. Please go there to
check the latest news and fixes, as well as to ask for help if your problem is not
documented on this section.
If the installer doesn’t recognize your GTL retail disc contact us at our
website.
If you get a “Error opening file for writing…” error and you’re using MS
Windows 7/Vista please run the mod installer as Administrator.
If you get a multicar.mas error loading tracks then probably you have deleted
the multicar.mas file from gamedata\vehicles. Just copy there the one you’ll
find inside the folder Historic GT folder.
If you don’t have enough free space on your OS partition during the
installation you may get a “Error writing to file X” error message. Please
check the installation instructions to know how to solve this.
If you’ve created a standalone installation and you have edited the config.ini
file to use the location folder of another rFactor installation be sure to set the
path correctly. Otherwise you will see the default rF startup screen when
loading the game and it will crash to desktop.
If the standalone game doesn’t load and crash to desktop and you’ve copied a
profile from your main rFactor installation to the standalone one delete that
profile on the standalone and start the game again, creating a new profile once
is started
Does your steering wheel feel like pulling on the wrong direction? Your force
feedback may be inverted. Press Right Control + NumPad 8 while driving to
invert the force feedback, or do it manually changing the sign of the “Force
Feedback strength” value present in rFactor’s Force Feedback settings screen.
If your camera shakes when you use the shifter that is because you haven’t set
Grinding Tranny plugin correctly. Go to \Plugins folder, edit
Appendix 42
Can you hear an ugly noise and does you gearbox shift to neutral when you’re
upshifting/downshifting? That means you haven’t shifted properly so Grinding
Tranny plugin has taken control of your shifter. Practice your heel & toe until
you’re able to change smoothly, or disable it editing
Plugins\GrindingTranny.ini and setting PluginActive=0.
If you get a “Microsoft Visual C++ Library Runtime” error and then a crash to
desktop when you try to play go to the \HistoricGT_misc folder and execute
the “rF_Patch_For_Win7_x64_systems” patch. That patch allows rFactor to
use the upper section of the memory to load content.
This mod has compatibility problems with the spotter plugin. It provokes low
FPS and problems with replays on the monitor screen. To solve it uninstall
the spotter plugin or reduce the number of sounds it uses (you can set that
value on its basic settings->audio)
If you have low FPS problems and you don’t have spotterplugin installed try
reducing the anti-aliasing to level 1, reducing the number of sound effects or
removing plugins which you may have installed separately.
Some gauges/textures have strange reflections while you’re inside the garage.
After accessing the replay fridge screen the user interface’s buttons don’t
generate any sound if you focus or click them.
If you already installed skins for v1.9 please note that some of these may not
work properly when updating the mod to v1.95
If you have applied the Win 7 x64 memory patch and you’re using GID
(Global info display plugin) the game may freeze while trying to go to the
track. Remove the plugin to fix the problem.
Appendix 43
v1.95 changelog
This are the changes included in the v1.95 patch:
fixed:
- Fixed skins on BMW 2800CS #11, 07 are broken in dx7 & 8, saved in wrong dx mode, alpha channel
causing it.
- Separate the FIA BOSS from the TransAm cars (different physics).
- Alpine Wide w201 and w323:fixed class and category these two cars are not "Fictional", but are
bassed in real models.
- Cobra 98X (from Mod folder): this was not appearing in the game.
- Cobra 89 (from Mod folder):deleted duplicated skin, is the same of Cobra_89 (from the same folder).
- Now all sprites have 3 digit numbers now is easier to sort though the skins, and pick the one you
want.
- Fixed '64 Mk I Ford GT40 #9 (this is the LM Trials model) and #12 is said to be '67 model in the
skin instead of 64.
- Edited driver name in 300SLR Roadster #658 was driven by Juan Manuel Fangio.
- Fixed veh file in AMC Javelin's The #1 from Woods racing, had a Chevrolet engine.
- Fixed Small issue with the R8 driver's back seen from behind in the car (across the seat).
- Some of LHD Mini cockpits were showing only the texture of the GTL LCD display (the digital
speedometer).
- Mini 1071 did appears on races which have only been selected for A0 opponents (but the 1071 is an
A1).
- Fixed A310 midi lible , for midi libre in .veh and skin.
- Fixed Porsche 914/6 #12 Zamudio Racing has been placed in wrong place in menu. It uses 2.0
physics, but has been placed under 2.5.
- The minis 1071cc are A0, they are showed in the car selection menu as A0 and have correct A0 icon
but in-circuit they were showed as A1.
- Fixed the 330 brakelights, had an error in the material settings, they were not set as "glass".
- Fixed alpine nº 318 (1800cc wide) now it will not be selected together with the 1600cc.
- Fixed cobra helmets and the position of both driver and helmet.
- Fixed mapping on the Firebird , in the chassis, between the trunk and rear windows.
- Added vintage helmet/drives for some cars, right now the Shelby daytona's, ferrari GTB, Elite,
porsche 906.
- New skins: one typo 61, one 904, one 914 and fixed one more 3 GTO , one R8 1100, fixed various
R8,two 911S, 7 ferrari GTB and some GTAm.
- New textures for the T/A wheels darker, and probably will fix the error in old ati cards.
- Fixed position of rear wheels on some Corvettes (added two new cockpitinfo.in).
Appendix 45
- Fixed 914 vehs files, all 2.0 were showed ingame as 2.5.
- Fixed some 911 vehs files, ingame were showing 011 instead of 911.
- Fixed a lot of veh files because there was no distinction between engine versions in opponents tab
(904, Camaro 67, A110,Mustang 67, Simcas, Renault..).
- Engine compression values for TransAm cars (except Camaros), Corvettes and GT40s adjusted at
lower revs.
- Most of TransAms (69 Stang, Javelin, Cuda and Challenger) have new physics.
- Starter in Ferrari 330 has revised values to have a better start up (specially 412P).
- New Renault 8 (All versions plus Gr2 new version) and Simca Rallyes (all versions).
- Camaro 67, 68 and 68 Penske have same (new) setup now and only differences are from hp, weight
and inertias.
- Erased excessive zeroes from the escort gearbox (although it makes no difference whatsoever).
- Dodge Challenger was not using post 1.9 physics yet. Hopefully this time it's better and closer to the
Cuda.
LifetimeOilTemp=(110,15)
LifetimeAvg=108000
LifetimeVar=16200
- All cars have this in the hdv for the undertray values: UndertrayParams=(262500.0,11600.0, 2.0).
- updated physics for the TVR, Lotus Cortina, 904, GTO, Ferrari Daytona, BMW 2002 ti, BMW 2002
tii, GTAm and Pantera LM.
- Updated AI for all cars. AI behavior has improved a lot compared to v1.9 (for recommended settings
check the AI section in the manual)
- 740 new talent files (different drivers will have different behavior)
- two A110 wide version were not using the correct sound.updated sounds.
Appendix 47
Additional resources
Official site:
http://www.historx.net
Credits
Plugins
New members
Tico420
Dmatzies
Former members
Additional material
Skins
6e66o
Canamracer
Gerben Bervoets
Grem304 (Ford Falcon advisor also)
Jayforce
Jesper
Labatts
LooneyCooney
NKM74
Octane (Lotus Elite)
ODS-SdP's skins pack: Carlos da Silva, Serge de Pauli, Target, Tom Schaak
TheCosmicPope
Donan (German)
Max_Angelo (Italian)
We’ve tried to not miss anyone there, but If you think we forgot you please
contact us!
Credits 50
SPECIAL THANKS
MORE THANKS TO
Old rFactorCentral
SimRacingTonight/Insidesimracing staff
and specially to Darin
Old RaceSimCentral
Credits 52
A BIG “BOO!” TO
Shame on you!
Notes 53
Notes
Notes 54